Left Turn Studios — Snuggles the Unicorn
Wing Vertex Shader System
Replaced a 32-bone-per-enemy rig with a shader-driven wing flap. Material Property Blocks randomize the phase per instance so every enemy moves independently.
Senior Technical Artist
Technical Artist and 3D generalist with a decade of AAA and indie game dev. Shaders, VFX, animation pipelines, tooling — wherever the project needs depth.
Left Turn Studios — Snuggles the Unicorn
Replaced a 32-bone-per-enemy rig with a shader-driven wing flap. Material Property Blocks randomize the phase per instance so every enemy moves independently.
Left Turn Studios — Snuggles the Unicorn
Built a constraint-based retargeting system to reuse all existing animations on a redesigned player model, with scripted constraint reconnection that rebuilds automatically after asset updates.
Left Turn Studios — Grapple Star
Unity's depth-of-field pass was eating foreground VFX. Solved it with a dual-camera Cinemachine composite: background renders with post-processing, foreground VFX renders sharp.
Epic Games — Lego Fortnite
Built with Claude Code in a single day: an HTML report generator that pulls test results across platforms, tracks trends, and attaches Jira-linked failure notes — turning hours of manual triage into a scan.